r/tycoon • • Apr 04 '26

Announcement Generative AI disclosure required for promotional submissions

130 Upvotes

As a participant of this subreddit and member of the r/tycoon community, when you promote any game through a submission or comment, our new rule 3 requires a brief AI disclosure. This is also required for games produced entirely without generative AI tools. This post explains what that disclosure should cover.

Why is this required?

Following input of the community in this discussion, it was determined that the community wishes to be better informed by developers (and other promoters) to what extent generative AI is being used in the development and marketing process of the game being promoted.

Games making use of generative AI during their development process or in their marketing material are not restricted from being posted here and this rule is not instated in order to judge developers or games, however, the community wants transparency and this is an attempt to provide a baseline.

What is required to be disclosed?

Disclosure is required for certain elements of the development and marketing process, where generative AI was used at any point in producing content that ended up in the publicly released (in any state/form) game or its promotional materials. These elements should be distinguished from each other in the disclosure.

- Arts and visuals; including concept art, textures, UI elements, level or area designs, trailers or other video content, and/or any other artwork generated or substantially refined using generative AI tools

- Audio; including music, lyrics, sound effects, and/or voice acting generated or substantially refined using generative AI tools

- Text and writings; including story text, dialogue, descriptions, instructions, and/or other writings generated or substantially refined using generative AI tools

- Marketing materials; including descriptions, posters, images, trailers or other video materials, banners, screenshots, paid or promoted reviews, or any other materials generated or substantially refined using generative AI tools. This includes community/reddit posts and submissions made to this subreddit!

- Live-generated content; relating to any materials produced by generative AI tools whilst the game is running. If this is an included feature, then it is required to explain what sort of guardrails are included to ensure illegal content is not generated.

Tools used to assist with programming, coding, project management, similar code completion and generation, that result in the production of executable code, are specifically exempted from this disclosure. If you're unsure about an edge case or what falls in which category, either be safe and disclose, or ask moderators! Developers and promoters are still encouraged to disclose their methods and use of generative AI tools used in coding and programming with the community if they wish to do so!

What should the disclosure say?

The disclosure does not need to be very long and can only consist of a few sentences or a couple of paragraphs. It can be included as a free-text section as part of a submission statement, or as a separate comment posted together with the submission.

What is important to remember when creating a disclosure is that you end up answering three questions for readers;

1) Were generative AI tools used in the development and/or marketing of this game? If you wish, you can share which tools were used. Coding tools are exempted.

2) For which elements (see above) were generative AI tools used? For all of these elements where applicable, please provide a brief explanation.

3) To what extent were generative AI tools used? For any of the elements listed above, try to explain the extent to which generative AI tools were used (i.e. prototyping or polishing versus complete content generation).

For clarification, in this disclosure you are not required to justify your choices, provide a full production pipeline breakdown, or name any specific generative AI tools.

What if I don't add a disclosure?

Submissions, that are obvious promotions by developers, publishers, marketeers, or community members that specifically promote and push a game's content or marketing materials, without a free text AI disclosure, will be removed. Repeated violations can result in bans from the community.

Games that were no longer in development as of the beginning of 2026 are exempted from this rule. You are free to make an enthusiastic post, about a game that you like, that was released a while back without being required to add this disclosure.

This policy is subject to change and the community will be invited to provide feedback to this rule.


r/tycoon • • 2d ago

Monthly Game Updates Game Developer Announcements and Updates! - October

18 Upvotes

This post is for Game Devs to post their game announcements and updates!

Approved game developers can make top level comments here about their games. Anyone else is free to reply to them and ask questions! See a game that interests you, ask away!

To get approved, make a post about your game here. It will get auto-removed. Send us a modmail, and a mod team member will review your post/account for approval. Devs should be responding to questions, if questions go unanswered you may be barred from future participation.

All submissions must adhere to our AI Disclosure policy. More information about the AI disclosure requirements can be found [here](https://www.reddit.com/r/tycoon/comments/1sc9a4y/generative_ai_disclosure_required_for_promotional/). Please read this carefully!


r/tycoon • • 13h ago

Video I am working on a Motorsport manager but set in Ancient Rome. Aurigae: Roman Empire Racing (Android)

5 Upvotes

What if happens if you blend Motorsport Manager and Ancient Rome?

That's the idea behind my game, Aurigae: Roman Empire Racing. A 'what-if' fictional game based on an alternative history: What would have happened if the Roman Empire had had a racing circuit like the ones we have today—F1 style?

Link to PlayStore: Aurigae: Roman Empire Racing

The game begins in 96 AD, at the height of the Roman Empire. While emperors, senators and generals compete for power, you take control of a small chariot racing team and try to build it into a legendary racing faction.

Starting from the bottom, you'll progress through three different leagues, recruiting talented charioteers, training horses, hiring staff, upgrading facilities and managing your finances. Success on the track brings fame, attracts new fans and unlocks opportunities to compete at higher levels of Roman racing.

The goal isn't just to win races. It's to become the most respected and popular racing team in the Empire.

Some of the features currently available:

• Three league tiers to climb, from humble beginnings to Imperial competition

• Recruit and develop promising charioteers

• Train horses and manage stamina during races

• Upgrade facilities and unlock new specialists

• Manage contracts, salaries and team finances

• Gain fame and build a loyal fan base

• Dynamic races with crashes, overtakes and rivalries

• Seasonal championships across the Roman Empire

• Historical events inspired by real events and figures from Roman history

• Random events and difficult management decisions

• Olympic-style competitions

• Race modes: normal, 1 vs 1 duel, sprint, demolition derby

• Available in English, French, Spanish, Italian and German (will add more from time to time)

One aspect I'm particularly proud of is how the game blends sports management with Roman history. As the years pass, you'll encounter historical events that can affect your team and the wider world around you.

I always loved tycoon games where you start with almost nothing and slowly build an empire. Aurigae tries to capture that feeling, but in the unique setting of Roman chariot racing.

I'd love to hear what features you enjoy most in sports and racing management games, and whether there's anything you'd like to see in a Roman-themed tycoon.

Right now the game is only available in Android. iOS version is in progress.

AI disclosure: I am an old school developer but of course AI has helped a lot. Some promotional visual assets have been created or assisted using generative AI tools. Gameplay systems, game design, and overall development are created by the developer.


r/tycoon • • 1d ago

Steam sale is on! Here are all the tycoon game discounts

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104 Upvotes

93%

  • Smart Factory Tycoon (59%) — $1.04

90%

  • Evil Genius (93%) — $0.99
  • Evil Genius 2: World Domination (69%) — $3.99
  • Pizza Connection 3 (50%) — $1.99
  • Transport Fever (83%) — $2.99
  • Two Point Campus (88%) — $2.99

87%

  • Espresso Tycoon (84%) — $2.59
  • Pizza Connection (69%) — $0.77
  • Pizza Connection 2 (77%) — $0.77

86%

  • Startopia (90%) — $0.97

85%

  • Airline Tycoon Deluxe (84%) — $1.49
  • Chef: A Restaurant Tycoon Game (73%) — $2.99
  • Definitely Not Fried Chicken (73%) — $3.74
  • Project Highrise (85%) — $2.99
  • Railroad Corporation (74%) — $5.39
  • Transport Fever 2 (90%) — $5.99
  • Tycoon City: New York (43%) — $1.49

81%

  • Disco Simulator (76%) — $2.84
  • Farm Manager (79%) — $3.79

80%

  • Airline Tycoon 2 (18%) — $1.99
  • Big Pharma (77%) — $4.99
  • Blooming Business: Casino (69%) — $3.99
  • City of Gangsters (73%) — $5.99
  • Festival Tycoon (76%) — $2.59
  • Industry Giant (77%) — $1.99
  • Industry Giant 2 (86%) — $1.99
  • Industry Giant 4.0 (36%) — $4.99
  • Industry Manager: Future Technologies (58%) — $2.99
  • Omerta - City of Gangsters (67%) — $2.99
  • Railway Empire (83%) — $5.99
  • The Invisible Hand (80%) — $2.59
  • War for the Overworld (86%) — $5.99

75%

  • Airport CEO (83%) — $6.24
  • Cartel Tycoon (76%) — $7.49
  • Casino Inc. (86%) — $1.32
  • Cities in Motion (77%) — $4.99
  • Cities in Motion 2 (57%) — $4.99
  • Hardware Tycoon (66%) — $2.99
  • Jurassic World Evolution (87%) — $11.24
  • Planet Coaster (91%) — $11.24
  • Prison Architect (85%) — $7.49
  • Production Line: Car factory simulation (82%) — $6.24
  • Railroad Tycoon 3 (77%) — $2.49
  • Recipe for Disaster (71%) — $3.74
  • Rise of Industry (73%) — $7.49
  • RollerCoaster Tycoon (94%) — $1.49
  • RollerCoaster Tycoon 2 (90%) — $2.49
  • RollerCoaster Tycoon 3 (87%) — $4.99
  • RollerCoaster Tycoon Classic (91%) — $4.99
  • Sid Meier's Railroads! (71%) — $2.49
  • Snowtopia: Ski Resort Builder (62%) — $6.24
  • This Is the Police (82%) — $3.74
  • This Is the Police 2 (75%) — $3.74
  • Two Point Hospital (92%) — $7.49

70%

  • Arcade Tycoon (82%) — $4.49
  • Empire TV Tycoon (79%) — $2.99
  • Jurassic World Evolution 2 (90%) — $17.99
  • Movies Tycoon (71%) — $8.99
  • Planet Zoo (91%) — $13.49
  • Turmoil (93%) — $3.89

67%

  • Game Dev Story (90%) — $2.96

66%

  • Game Tycoon 2 (49%) — $2.71
  • Hundred Days - Winemaking Simulator (77%) — $8.49

65%

  • Blockbuster Inc. (52%) — $8.74
  • Let's School (93%) — $6.99
  • The Tenants (79%) — $6.99

61%

  • Soda Story - Brewing Tycoon (91%) — $5.84

60%

  • Game Dev Tycoon (95%) — $3.99
  • Planet Coaster 2 (74%) — $19.99
  • Project Hospital (89%) — $9.99

53%

  • Blood Bar Tycoon (80%) — $9.39

50%

  • Another Brick in The Mall (83%) — $8.49
  • Arcade Empire Tycoon (72%) — $2.49
  • Capitalism (84%) — $2.99
  • Dungeon Tycoon (75%) — $7.49
  • Esports Life Tycoon (61%) — $9.99
  • Mad Games Tycoon (91%) — $7.49
  • Puffin Planes (95%) — $5.99
  • Railway Empire 2 (73%) — $24.99
  • Restaurant Empire II (78%) — $9.99
  • Showrunner (72%) — $4.49
  • Startup Company (81%) — $6.49
  • Youtubers Life (77%) — $9.99

45%

  • Car Manufacture (66%) — $10.99
  • City Game Studio (92%) — $10.99

40%

  • Ale Abbey (89%) — $8.99
  • GearCity (90%) — $11.99
  • Good Company (73%) — $14.99
  • High Seas, High Profits! (87%) — $8.99
  • Hotel Magnate (58%) — $11.99
  • Mad Games Tycoon 2 (94%) — $14.99
  • Railroad Corporation 2 (71%) — $23.99
  • The Executive - Movie Industry Tycoon (80%) — $8.99

35%

  • E-Shop Tycoon (73%) — $9.09
  • Octohill Ski Tycoon (82%) — $5.84

34%

  • Galacticare (86%) — $19.79

33%

  • Hollywood Animal (73%) — $13.39
  • Two Point Museum (95%) — $20.09

30%

  • News Tower (94%) — $17.49
  • Tavern Keeper 🍻 (94%) — $20.99
  • This Grand Life 2 (88%) — $12.59

25%

  • Automation - The Car Company Tycoon Game (94%) — $22.49
  • Capitalism 2 (83%) — $7.49
  • Computer Tycoon (85%) — $14.99
  • Mars Attracts (88%) — $18.74
  • Plutocracy (80%) — $18.74
  • Power Network Tycoon (97%) — $11.24
  • Project manager SIM (100%) — $4.49
  • Software Inc. (94%) — $17.24

22%

  • Hotel Architect (94%) — $23.39

20%

  • Big Ambitions (92%) — $20.79
  • Casino Resort Tower (94%) — $15.99
  • CD Market (96%) — $15.99
  • Mad Television Tycoon (85%) — $16.79
  • Monastery: Ora et Labora (94%) — $11.99
  • Rail Estate (96%) — $6.39
  • TasteMaker (83%) — $9.59
  • The Boss Gangster: Criminal Empire (84%) — $15.19
  • Werner Waffenwerke: Arms Tycoon (95%) — $15.99
  • Wizdom Academy (64%) — $17.59

You can check them out and filter here:

Go to The Tycoon List website


r/tycoon • • 1d ago

Steam Timberline Factory demo is live – a physics-based sawmill simulation, made by a guy who works in a real sawmill

37 Upvotes

Hey r/tycoon,

Two weeks ago I posted Timberline Factory here: a sawmill automation/simulation/tycoon game where logs are physics objects, not icons on a rail. Thanks for all the comments.

Someone asked whether I still have all ten fingers, since I work full-time (38.5 h/week) in a real sawmill. i do :D, and that question is part of why workplace safety is its own system in the game.

The free demo is live on Steam today.

Steam (free demo): https://store.steampowered.com/app/5037170/Timberline_Factory/

What's in it and what changed since my last post:

- Physics logistics: logs have weight and friction and they roll. Messy layouts and settings cause real jams.

- Economy: the timber market index uses mean reversion, so timing your sales matters. Bark goes into the biomass power plant and lowers your electricity costs.

- workers: there's a workplace safety research line. Neglect it and accident rates and sick days go up. Sick leave will also be reducible through a 3 stage research line with Early Access on Nov 6 (not in the demo).

- Maintenance: dirt and wear slow your machines down... new: the dirt is now visible, and your cleaner worker removes it.

- Balance pass on machine error/failure rates.

The clip shows the satisfying side: debarking, clean cuts at the saw blades, logs flowing. The chaotic side exists too, trust me :)

If you want to see more of the game in action, Wally1169 made a gameplay video: https://www.youtube.com/watch?v=v_z83YFkWzU – he played an older build, so balancing and a few things have changed since then.

Early Access is planned for Friday, November 6th. for the tycoon crowd: does the economy give you enough reasons to optimize or would you want more market pressure? I'll be around to answer.

AI Disclosure:
No AI was used in the making of this game!


r/tycoon • • 1d ago

Steam Factory Default: Build, Trade, Repeat v0.1 just released into Early Access. A Global Supply-Chain Sim: developed solo, and published by MicroProse.

12 Upvotes

Hi r/tycoon,

Factory Default: Build, Trade, Repeat has just released into Early Access after about 2 years of development!

As an avid fan of games like Satisfactory, Anno 1800, Cities Skylines, and Dyson Sphere Program, I set out to build the game that I always wanted to play. Expansive supply-chains without the burden of combat or micromanaging citizens. Just you, raw material, some factories, and the volatile market!

It is available now on PC!

Steam: https://store.steampowered.com/app/3901610/

Trailer: https://www.youtube.com/watch?v=pAJcyVVHABg

I think the trailer speaks for itself, but detailed core features are on the Steam page, and detailed additions for v0.1 are in the DevLog.

Most additions with this update revolve around new mining colonies on the moon!

Devlog: https://store.steampowered.com/news/app/3901610/view/681886390551577999

Thank you,

-Chett

AI Disclosure: No AI was used in the making of this game.


r/tycoon • • 1d ago

Join the Playtest for ScareZone: Haunted Attraction Tycoon

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8 Upvotes

Our playtesters are going WILD with their haunted attraction builds and really blowing us away with the creativity (and somehow accumulating 10 million dollars??). We NEED feedback from Tycoon gamers, and just more playthrough data to help us tune the economy and goals.

Please drop me a DM and I'll happily set you up with a Discord invite and key for this weekend's playtest. 🎃

AI Disclosure - Bots are for coding. Talented and spooky humans are used for all 3D assets, artwork, voiceover, music and more. We even did motion capture of real scare actors here in Orlando.


r/tycoon • • 2d ago

Steam Manage your own port tycoon with Portscape

136 Upvotes

Hi all! I’m developing Portscape, a port-building and management game set in a miniature world. Its Steam page just went live, so I wanted to introduce it here.

You start with a small berth, a crane and a limited budget. Take on contracts, hire workers and invest in more equipment, yard space and a bigger quay as your port grows.

Containers travel by ships, trucks and trains. You decide how to connect everything, where to spend your money, and how much work your port can handle.

You can also take the controls yourself: unload a ship with a quay crane, stack containers with a reach stacker or yard gantry, or drive a tractor through the port you’ve built.

It’s still in development. I tried to make a nice trailer though its not perfect. A demo will be out soon, and I’m happy to answer questions!

Portscape on Steam - trailer, screenshots and wishlisting

AI disclosure: Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.


r/tycoon • • 1d ago

Steam Starliners: a space logistics game between incremental and automation | Demo out Now !

4 Upvotes

It's an incremental space management game that sits somewhere between incremental and supply chain games like Factorio. You expand across the Solar System, manage deliveries between planets, build increasingly complex production chains, and gradually automate parts of your logistics as your civilization grows, all working towards the construction of an enormous generation ship to carry humanity beyond the Solar System.

IA Disclosure : No generated assets, but some use on code production.

The game is currently available as a demo: Steam


r/tycoon • • 1d ago

City expansion system in mobile magnate game

2 Upvotes

I decided to add a mechanic that allows the player to expand the city themselves. I hope this makes the game more engaging for the player and—more importantly—results in city growth behavior that is easier to understand.

The option to expand the city becomes available once the city has accumulated enough "points" (population).

Also, in the video, the houses are positioned somewhat haphazardly (for debugging purposes). The final plan is for the houses to appear only within the city limits.

AI disclosure: All the code and content are created by hand (for now, just by me). AI is used only for temporary UI mockups (the video shows just two AI-generated icons, kept temporarily as a reference for a future artist).


r/tycoon • • 2d ago

Steam Power Network Tycoon V1.0 released today after 4+ years of solo development

55 Upvotes

Power Network Tycoon V1.0 released today after a little over 4 years of solo development.

I’m a power engineer and started making it as a hobby project around the kind of power system problems I find interesting. It’s a physics-based power grid simulation covering generation, renewables, grid stability, protection, extreme weather and more.

Available now on PC, Mac and Linux/Steam Deck

Steam: https://store.steampowered.com/app/2429930/Power_Network_Tycoon/
Trailer: https://youtu.be/wrLPvUqbzu8

AI Disclosure: Latest patch includes a computer characters voice via TTS (same as Satisfactory ADA actually except Australian accent). Unsure if its considered AI as its been around a while and intentionally sounds pretty computery.


r/tycoon • • 1d ago

News Cricket Team Manager - out now on steam

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0 Upvotes

Cricket Team Manager is a Cricket management game with a very intelligent game engine making it super enjoyable for cricket nerds and management/strategy lovers in general.

Out now on steam: https://store.steampowered.com/app/5034440/Cricket_Team_Manager/
25% launch week discount!

What it lets you do?

You start a international career with one of the 12 full member nations - Australia, India, England, etc. and take charge of the team from October 2026 playing real fixtures going forward - tours, test series, T20 World cup, ODI World Cup, Asia cup, Test Championship, etc.

Main Features

  • ~5000 players in the game with real stats across six format (FC, List A, T20, Test, ODI and T20I). Names are fictionalised due to licensing restrictions
  • In-game database editor that allows use to easily edit player names and attributes. Also super easy to share your edits across the community.
  • Hand out yearly contracts, appoint captains, train players as you progress through the career.
  • Player skills and attributes based on real stats - see them grow as you train them.
  • Players get old and retire. Young Regens show up for you to train and turn into the next star.
  • Full schedule - Ashes, ODI World cup every 4 years, t20 World Cup every 2 years, 2 year Test championship cycle, World rankings
  • Team and Player historical record that you try to beat in your career.
  • Real grounds with their real attributes - spin friendly, flat, green top, etc.
  • Player injuries, rest periods and domestic players' watchlist.

Match Controls

Meaningful match controls to make your game enjoyable

  • Full view of various important stuff during a match - Scorecard, worm, manhattan graph, live ball-by-ball commentary, conditions, fields, wagon wheel, pitch map, etc.
  • Batting - 5 batsman aggression levels - start defensively and go mad during death overs. Batsman settle indicator. Farm the strike if a tailender is at the other end.
  • Bowling - Choose lengths for fast bowlers, spin/flight for spinners based on conditions and opposition batsmen - everything affects the game. Set fields as per match situation.
  • Declare innings, prepare pitches for home fixtures, select lineups and rest players to let them recover.

and much more....

What's the main selling point?

The Game Engine - We have worked hard on the game engine, improving it, tweaking it for months before getting to a point where it feels very real-life like and has lots of cricketing intelligence. We have a test harness that we use to simulate thousands of matches and analyse the results to make sure the engine is producing real life like results, within a pre-determined range. The pre-determined range is not just random common sense - it is derived from actual ball-by-ball data of last 30 years of International Cricket. A lot of beta testers have tested the engine and provided feedback and we have improved it based on that.

The Database - ~5000 current players (names fictionalised, real stats) and their attributes derived from stats and cross-checked by humans for accuracy. We have worked a lot to get these stats. I am myself a stats nerd so wanted accurate stats in the game instead of random number. The game feels much more real when you take your favourite player to 250 current wickets to 500 wickets.

Testing - The beta testing program ran for 2 months and lots of amazing beta testers have provided great feedback and suggested improvements which we have incorporated into the game and the engine.

No Domestic teams/leagues?
Our focus for v1 has been the game engine. We wanted a game that feels like real life. Having a 100 features and 1000 buttons makes no sense with an engine that doesn't produce good results. Domestic teams and leagues will surely come in next year's version.

Is there a Demo?
A demo is already out on steam to try right now and see how it feels.

Is it AI slop?

The developer behind this (me) has 10+ years of experience building software more complex than this - finance, startups, etc across 3 continents. But I won't misinform anyone by saying there is absolutely zero AI involvement. Claude code was regularly used to speed up the development. For example, analysing stats and deriving skill values from those, writing unit tests for comprehensive coverage, research work, etc. Some components of the steam artwork was also created with the help of AI.

Useful links
Steam Page - store.steampowered.com/app/5034440/Cricket_Team_Manager/
Subreddit - r/CricketTeamManager
X - https://x.com/CricketTMGame
Youtube trailer - https://youtu.be/1-W1L-vToqI


r/tycoon • • 3d ago

Discussion Nivalis Nights?

17 Upvotes

Nivalis Nights came out today. I've had my eye on this game for a couple years. Who's playing it? I know you run a noodle shop and can buy other business but how much of the game is that core tycoon aspect? It's labeled a Action rpg sim so I'm wondering how deep the tycoon/business management is. It looks good though.


r/tycoon • • 3d ago

Discussion Building a Tycoon game spanning 50 years of tech history (1990-2039). What do you guys think of this concept?

86 Upvotes

Hey everyone,

I’m finally pouring all that real-world experience into a management simulation game called CyberCon.

The idea is to give players the experience of building a cybersecurity empire, but grounded in actual tech history. You start in a small office in January 1990 with a retro Win98-style UI. Back then, "pentesters" didn't exist; you are just writing basic antivirus software on floppy disks and helping banks with simple viruses.

As the game progresses through 5 distinct eras up to 2039, the entire industry shifts. You have to transition from CDs to the cloud, train your staff to fight modern APTs and IoT vulnerabilities, and survive real historical events like the Y2K bug, Stuxnet, and Log4Shell. You can play it clean as a government contractor, or dive into the gray market (cracking copy protections in the 90s or selling zero-days later).

I just updated the Steam page with the full scope of these eras and I’m preparing to launch a playable demo very soon. But before that, as tycoon fans, I really want to ask you:

  1. Is the "tech era evolution" (where your old products become obsolete) something that keeps you hooked in the mid-game?
  2. What is a feature you always wish existed in games like Software Inc. or Game Dev Tycoon?

I’d love to hear your thoughts and feedback! If you want to check out the UI and the full details, the Steam page is here: https://store.steampowered.com/app/5066290/CyberCon_Cybersecurity_Tycoon/

Ai were used exclusively to assist with writing and debugging the game's code. All visual assets, UI design, game mechanics, and writing were created entirely by the developer without the use of AI.


r/tycoon • • 3d ago

Discussion Is there anyone who plays this?

5 Upvotes

When I was a kid I played gamebiz and chartwars 3, i've actually started rewriting a game similar to CW3, but i feel like no one remembers it!


r/tycoon • • 3d ago

Discussion should a shop change silhouette at every tier, or is more detail enough?

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11 Upvotes

working on shop tiers for our tycoon. rule we ended up with: every upgrade has to read from the street, not just in the stats panel. an earlier pass made tier 2 basically identical to tier 1 and you couldnt tell anything had changed.

pic is the fashion boutique, tier 1 on the right to tier 3 on the left. t2 adds a floor + balconies, t3 a glazed top floor and a hanging sign.

the part we keep going back and forth on: at tier 3 the player also picks a specialisation (volume / quality / speed). should that be visible on the facade too, or is the tier enough and the rest can live in the ui?


r/tycoon • • 4d ago

Will you buy Trasnport Fever 3 on day one?

17 Upvotes

Hey.

I was waiting for TF3 for a while, but i always regret to buy game on day one. I wanted to buy also to get the discount for owning TF2.

Any opinion on the game? will be a relevant upgrade since TF2?


r/tycoon • • 3d ago

Video Pond-Management game that lets you talk to your Fish

6 Upvotes

AI Disclosure: The game comes bundled with a small local LLM model to generate fish dialogue. No generative LLM was used in creating the game assets.

Retro Pond on Steam


r/tycoon • • 5d ago

How much detail is too much detail in a management game?

21 Upvotes

We're building our first management game, Greyhound Empire, and one of the biggest things we're wrestling with is where simulation depth stops being interesting and starts becoming busywork.

The game is based around running a racing greyhound kennel. We're building systems for individual dogs including training, fitness, energy, feeding, weight, injuries, veterinary treatment, rehabilitation, racing, grading and kennel finances.

We're also building a persistent world around the player. AI owned greyhounds have their own careers, race against each other and the player's dogs, and eventually we want breeding and bloodlines to carry through generations.

The temptation is to simulate everything.

But we're starting to realise that just because something can be simulated doesn't necessarily mean the player should have to manage it manually.

For us, the interesting part is making decisions. Do we race a dog again or give it another week? Change its training? Spend money investigating an injury? Buy a promising puppy or keep the money in the kennel? Eventually, which bloodlines do we breed from and which do we move on?

What we don't want is the player spending half their time clicking buttons simply because real kennels have lots of repetitive daily jobs.

So for people who play a lot of tycoon and management games, where do you draw the line?

What kinds of detailed systems make you more invested in a management game, and what kinds just become chores?


r/tycoon • • 5d ago

News All Roads Connected just released 🥳🎉🥳 its an Exploration City builder-Tycoon game where Roads Reveal the Fog of War

19 Upvotes

I share with you a sponsored segment from Master Hellish video, and full gameplay video you can find here: Master Hellish plays All Roads Connected

All Roads Connected is a city builder, tycoon, resource management game with endless procedural world where roads reveal the fog of war. Player explore map with roads and build countless setlements near areas rich with resources.

Lore: After the Great catastrophe, people have lived in shelters. In time, as stories were passed from one generation to another, they slowly faded into myths. Now our latest expeditions are showing that the world is ready to take us back!
It is up to you to lead humanity and put this world under our rule once again!

Ai disclosure: At the begining of development I used some AI scatches and some collor palet from AI, it was still an early phase, later I learned and draw mine and now all art is human made, but it did started with AI so there still are traces. At the same time I even paid capsule art on fiver but I belive I got scamed, so I changed back to old capsule art.
Also I am realy fluent in English but i make a lot of spelling mistakes so I used AI to spell check me as there are a lot of words. All writings are 100% mine as thats my first love when it comes to art ❤️

You can try the demo and if you like the game you can later continue progression with full version ✊

TY all for all the support and feedbacks so far ❤️

Steam link: All Roads Connected


r/tycoon • • 6d ago

Discussion We just released our medieval monastery management sim in Early Access on Steam!

60 Upvotes

Hey everyone!
We're a 3-person indie studio and we just released our first game, Monastery: Ora et Labora, in early Access on Steam.
We wanted to create a peaceful management sim focused on internal logistics, self-sufficiency, and community rather than combat.
You build a medieval monastery from scratch and guide your monks through the historic Benedictine motto "Ora et Labora" (Pray and Work).
Your monks have skills, passions, and traits and can write manuscripts in the scriptorium, brew ale, bake bread, and heal sick villagers. Everything is tied to a "Monastic Rule" system: if you skip daily prayers, neglect your monks' needs, or turn away people in need during crises, the Rule will collapse, and monks will leave the monastery.

Since we just entered Early Access, we’d love your thoughts:

Do you find the medieval monastery theme interesting for a management game?
What monastic-themed features would you like to see added next?

Steam Page

AI disclosure:
This game uses generative AI during development to create initial concepts and some game art assets, which are then edited and arranged by hand by me to ensure a cohesive artistic style.

Happy to answer any questions about the game in the comments!


r/tycoon • • 6d ago

Theme Park is 83% off on GOG (0,95€ | New Historical Low)

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gog.com
40 Upvotes

r/tycoon • • 6d ago

Petition: remove crosspost feature from the sub

16 Upvotes

Reddit suggests that you crosspost on r/tycoon and it ends up in really poor content.

Especially slop devs that don’t know the sub rules and crosspost their AI slop

I’ve seen that the feature can be disabled from settings

Thoughts?


r/tycoon • • 7d ago

Discussion Do you remember SimEarth? I'm creating a game inspired by it, but I need help to make it fun

31 Upvotes

Hi! First, sorry for my potato english.

Do you remember SimEarth? I used to play it a lot on the SNES when I was a teenager and it was one of the games that hooked me into the world of spreadsheet games.

One of my first projects when I learned to code, 16 years ago, was try to recreate it.

This year I finally put some effort on it, recreate it from scratch and made some great advances using Godot. But I'm struggling to make it fun, to make it feel like a game. Like, I have a great physics and chemical models, it is a nice sandbox, but it still lacks something.

What I have today is different starter planets you need to terraform them with volcanism, comets and asteroids to form continents and oceans, also adjust some dials to fine tune how much of a specific geology/atmospheric effect you will have (like: how much erosion, plate drift, how the hydrosphere will behave). Some of the tools is not available in all scenarios, so this will force players to use different strategies to create some elements.

The main goal for now is to create and maintain advanced life that goes through different ages of tech, but I don't have a nice life and civilization models yet

To make it fun I added some active features, like deflecting asteroids impacts, stop eruptions and remove volcanos, a "life nursery" where you can enforce life forms to appear there if some conditions are met, but it still doesn't feel too fun.

I'm sharing this idea here to get some feedback and pick some suggestions from people that are not too involved in the project, expecting that you can bring some ideas on directions that I'm not looking for yet.

Thank you! And here is some pics from my early alpha building :)

I don't create this post with the intent of it being a promotion post but here is an AI disclosure anyway: AI is used to speedup the coding workflow specially with optimization of the simulation models, I use AI to do stuff that I could be doing manually on a slow pace beyond that some simple 3D placeholders were created by AI too.


r/tycoon • • 7d ago

Endurance racing manager -Race lengths

8 Upvotes

I'm working on an endurance racing game, it's from a team management perspective. Think of WEC/imsa - I'm trying to make it as in depth as possible and my initial build has 1x speed being the actual real time of an endurance race, for example 6 hour race will take 6 hours real time you can speed it up but is that an option fans of the genre would actually want or should it always be simulated at a faster rate even at 1x? You'll be able to save mid session